#140: the objective moves behind a button next to the map's
The standing tracker #132 put on the HUD sat in the right-hand column, on
top of the dev wave button - and there is no free strip of that edge to move
it to, because everything down it is already something. So the objective
stops living on the HUD: a quest button beside the map's, and a panel when
you press it.
The panel shows the current objective, its progress, and the road behind it.
Deliberately NOT what comes next - the chain is meant to open the game up a
step at a time (#133), and a list of everything still to come is that
discovery given away on the first press.
It owns its own button, the way WorldMap owns the map button rather than
being wired through BuildController, and it hides that button during the
prologue for the same reason and in the same two places (at _ready as well
as in _process, since #128 means a dialog stops the tree before the first
_process frame ever comes).
Both scenes carry it. On a planet surface there is no map button to sit
beside, so it goes under the planet's name.
The test now checks the button is beside the map's and clear of the wave
button by rectangle rather than by eye, which is the bug the ticket reported.
2026-08-28 15:37:13 +02:00
|
|
|
extends Control
|
|
|
|
|
|
|
|
|
|
# Forgejo #140: "quests overlap the new wave button. create a quest button
|
|
|
|
|
# next to the map one."
|
|
|
|
|
#
|
|
|
|
|
# The standing tracker #132 put on the HUD sat in the right-hand column, on
|
|
|
|
|
# top of the wave button - and there is no free strip of that screen to move
|
|
|
|
|
# it to, because everything down that edge is already something. So the
|
|
|
|
|
# objective stops living on the HUD and lives behind a button, like the map:
|
|
|
|
|
# a mark next to the map's own, and a panel when you press it.
|
|
|
|
|
#
|
|
|
|
|
# Owned the way WorldMap owns its open button rather than wired through
|
|
|
|
|
# BuildController: the button does one thing and it is this panel's.
|
|
|
|
|
#
|
|
|
|
|
# What it shows is the objective and the road behind it - what is done, and
|
|
|
|
|
# what is being asked for now. NOT what comes next: the chain is meant to
|
|
|
|
|
# open the game up a step at a time (#133), and a list of everything still
|
|
|
|
|
# to come is that discovery given away on the first press.
|
|
|
|
|
|
|
|
|
|
const GLOW: Color = Color(0.42, 0.86, 0.95)
|
|
|
|
|
const TEXT: Color = Color(0.82, 0.94, 1.0)
|
|
|
|
|
const DONE: Color = Color(0.55, 1.0, 0.68)
|
|
|
|
|
const MUTED: Color = Color(0.52, 0.66, 0.76)
|
|
|
|
|
const PAD: float = 34.0
|
Implement #160, #161, #162, #163, #164 and #165
#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.
What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.
#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.
The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.
#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.
#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.
#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.
#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.
Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.
Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
|
|
|
# #160: the rule under the title used to sit at the title's own baseline,
|
|
|
|
|
# which is exactly where the window's close button is - the line ran straight
|
|
|
|
|
# through it. The header band is now as tall as the close button, so the rule
|
|
|
|
|
# clears it and the content starts below both.
|
|
|
|
|
const HEADER_HEIGHT: float = 150.0
|
#140: the objective moves behind a button next to the map's
The standing tracker #132 put on the HUD sat in the right-hand column, on
top of the dev wave button - and there is no free strip of that edge to move
it to, because everything down it is already something. So the objective
stops living on the HUD: a quest button beside the map's, and a panel when
you press it.
The panel shows the current objective, its progress, and the road behind it.
Deliberately NOT what comes next - the chain is meant to open the game up a
step at a time (#133), and a list of everything still to come is that
discovery given away on the first press.
It owns its own button, the way WorldMap owns the map button rather than
being wired through BuildController, and it hides that button during the
prologue for the same reason and in the same two places (at _ready as well
as in _process, since #128 means a dialog stops the tree before the first
_process frame ever comes).
Both scenes carry it. On a planet surface there is no map button to sit
beside, so it goes under the planet's name.
The test now checks the button is beside the map's and clear of the wave
button by rectangle rather than by eye, which is the bug the ticket reported.
2026-08-28 15:37:13 +02:00
|
|
|
const TITLE_SIZE: int = 40
|
|
|
|
|
const HEADING_SIZE: int = 22
|
|
|
|
|
const QUEST_SIZE: int = 34
|
|
|
|
|
const OBJECTIVE_SIZE: int = 26
|
|
|
|
|
const DONE_SIZE: int = 22
|
|
|
|
|
const BAR_HEIGHT: float = 14.0
|
|
|
|
|
const ROW_HEIGHT: float = 34.0
|
|
|
|
|
|
|
|
|
|
@onready var open_button: IconButton = get_node("../QuestButton")
|
|
|
|
|
@onready var close_button: IconButton = get_node("CloseButton")
|
|
|
|
|
|
|
|
|
|
var title_label: Label
|
|
|
|
|
var heading_label: Label
|
|
|
|
|
var quest_label: Label
|
|
|
|
|
var objective_label: Label
|
|
|
|
|
var count_label: Label
|
|
|
|
|
var done_heading: Label
|
|
|
|
|
var done_labels: Array[Label] = []
|
|
|
|
|
var progress: Vector2i = Vector2i.ZERO
|
|
|
|
|
var bar_rect: Rect2 = Rect2()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _ready() -> void:
|
|
|
|
|
visible = false
|
|
|
|
|
# Transparent to GUI input, like every other panel here - see
|
|
|
|
|
# IconButton._blocked_by_modal for why the buttons check instead.
|
|
|
|
|
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
|
|
|
title_label = _make_label(TITLE_SIZE, TEXT)
|
|
|
|
|
heading_label = _make_label(HEADING_SIZE, GLOW)
|
|
|
|
|
quest_label = _make_label(QUEST_SIZE, GLOW)
|
|
|
|
|
objective_label = _make_label(OBJECTIVE_SIZE, TEXT)
|
|
|
|
|
objective_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
|
|
|
|
count_label = _make_label(HEADING_SIZE, TEXT)
|
|
|
|
|
count_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
|
|
|
|
|
done_heading = _make_label(HEADING_SIZE, GLOW)
|
|
|
|
|
if open_button != null:
|
|
|
|
|
open_button.pressed.connect(open)
|
|
|
|
|
if close_button != null:
|
|
|
|
|
close_button.pressed.connect(close)
|
|
|
|
|
resized.connect(_layout)
|
|
|
|
|
if open_button != null and GameState.intro_active:
|
|
|
|
|
# #128: a dialog stops the tree and the prologue opens on one, so the
|
|
|
|
|
# first _process frame never comes. Applied here too.
|
|
|
|
|
open_button.visible = false
|
|
|
|
|
_layout()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _make_label(font_size: int, colour: Color) -> Label:
|
|
|
|
|
var label := Label.new()
|
|
|
|
|
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
|
|
|
label.add_theme_font_size_override("font_size", font_size)
|
|
|
|
|
label.add_theme_color_override("font_color", colour)
|
|
|
|
|
label.add_theme_color_override("font_outline_color", Color(0.01, 0.03, 0.07, 0.95))
|
|
|
|
|
label.add_theme_constant_override("outline_size", 3)
|
|
|
|
|
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
|
|
|
|
add_child(label)
|
|
|
|
|
return label
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func open() -> void:
|
|
|
|
|
_refresh()
|
|
|
|
|
visible = true
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func close() -> void:
|
|
|
|
|
visible = false
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _layout() -> void:
|
|
|
|
|
if title_label == null:
|
|
|
|
|
return
|
|
|
|
|
var inner: float = maxf(size.x - PAD * 2.0, 0.0)
|
|
|
|
|
var y: float = PAD
|
|
|
|
|
title_label.position = Vector2(PAD, y)
|
Implement #160, #161, #162, #163, #164 and #165
#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.
What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.
#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.
The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.
#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.
#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.
#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.
#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.
Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.
Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
|
|
|
# Short of the close button, so a long title wraps rather than running
|
|
|
|
|
# underneath it.
|
|
|
|
|
title_label.size = Vector2(maxf(inner - 140.0, 0.0), float(TITLE_SIZE) * 1.4)
|
|
|
|
|
y = HEADER_HEIGHT + PAD * 0.6
|
#140: the objective moves behind a button next to the map's
The standing tracker #132 put on the HUD sat in the right-hand column, on
top of the dev wave button - and there is no free strip of that edge to move
it to, because everything down it is already something. So the objective
stops living on the HUD: a quest button beside the map's, and a panel when
you press it.
The panel shows the current objective, its progress, and the road behind it.
Deliberately NOT what comes next - the chain is meant to open the game up a
step at a time (#133), and a list of everything still to come is that
discovery given away on the first press.
It owns its own button, the way WorldMap owns the map button rather than
being wired through BuildController, and it hides that button during the
prologue for the same reason and in the same two places (at _ready as well
as in _process, since #128 means a dialog stops the tree before the first
_process frame ever comes).
Both scenes carry it. On a planet surface there is no map button to sit
beside, so it goes under the planet's name.
The test now checks the button is beside the map's and clear of the wave
button by rectangle rather than by eye, which is the bug the ticket reported.
2026-08-28 15:37:13 +02:00
|
|
|
heading_label.position = Vector2(PAD, y)
|
|
|
|
|
heading_label.size = Vector2(inner, float(HEADING_SIZE) * 1.4)
|
|
|
|
|
y += float(HEADING_SIZE) * 1.8
|
|
|
|
|
quest_label.position = Vector2(PAD, y)
|
|
|
|
|
quest_label.size = Vector2(inner, float(QUEST_SIZE) * 1.3)
|
|
|
|
|
count_label.position = quest_label.position
|
|
|
|
|
count_label.size = quest_label.size
|
|
|
|
|
y += float(QUEST_SIZE) * 1.5
|
|
|
|
|
objective_label.position = Vector2(PAD, y)
|
|
|
|
|
objective_label.size = Vector2(inner, float(OBJECTIVE_SIZE) * 2.6)
|
|
|
|
|
y += float(OBJECTIVE_SIZE) * 2.9
|
|
|
|
|
bar_rect = Rect2(Vector2(PAD, y), Vector2(inner, BAR_HEIGHT))
|
|
|
|
|
y += BAR_HEIGHT * 3.5
|
|
|
|
|
done_heading.position = Vector2(PAD, y)
|
|
|
|
|
done_heading.size = Vector2(inner, float(HEADING_SIZE) * 1.4)
|
|
|
|
|
y += float(HEADING_SIZE) * 1.9
|
|
|
|
|
for label in done_labels:
|
|
|
|
|
label.position = Vector2(PAD + 12.0, y)
|
|
|
|
|
label.size = Vector2(inner - 12.0, ROW_HEIGHT)
|
|
|
|
|
y += ROW_HEIGHT
|
|
|
|
|
queue_redraw()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _refresh() -> void:
|
|
|
|
|
var quest: Dictionary = GameState.active_quest()
|
|
|
|
|
title_label.text = "Objectives"
|
|
|
|
|
if quest.is_empty():
|
|
|
|
|
heading_label.text = "NOTHING OUTSTANDING"
|
|
|
|
|
quest_label.text = "The list has run out."
|
|
|
|
|
objective_label.text = "The search does not stop because there is nothing left to tick off."
|
|
|
|
|
count_label.text = ""
|
|
|
|
|
progress = Vector2i(1, 1)
|
|
|
|
|
else:
|
|
|
|
|
heading_label.text = "CURRENT OBJECTIVE %d OF %d" \
|
|
|
|
|
% [GameState.quest_index + 1, GameState.quest_count()]
|
|
|
|
|
quest_label.text = String(quest.title)
|
|
|
|
|
objective_label.text = String(quest.objective)
|
|
|
|
|
progress = GameState.quest_progress(quest)
|
|
|
|
|
# A one-of-one goal is a yes/no, and "0 / 1" reads as a broken
|
|
|
|
|
# counter rather than as a task not started.
|
|
|
|
|
count_label.text = "%d / %d" % [progress.x, progress.y] if progress.y > 1 else ""
|
|
|
|
|
|
|
|
|
|
# The road behind. Deliberately no list of what is still to come.
|
|
|
|
|
var completed: int = GameState.quest_index
|
|
|
|
|
done_heading.text = "DONE (%d)" % completed
|
|
|
|
|
while done_labels.size() < completed:
|
|
|
|
|
var label: Label = _make_label(DONE_SIZE, DONE)
|
|
|
|
|
done_labels.append(label)
|
|
|
|
|
for i in range(done_labels.size()):
|
|
|
|
|
var shown: bool = i < completed
|
|
|
|
|
done_labels[i].visible = shown
|
|
|
|
|
if shown:
|
|
|
|
|
done_labels[i].text = " ✓ %s" % String(GameState.quest_at(i).title)
|
|
|
|
|
_layout()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _process(_delta: float) -> void:
|
|
|
|
|
# #122: the prologue leaves the player movement and nothing else, and
|
|
|
|
|
# this is a button like any other. Owned here rather than by
|
|
|
|
|
# BuildController, the same way the map owns its own.
|
|
|
|
|
if open_button != null:
|
|
|
|
|
var offered: bool = not GameState.intro_active
|
|
|
|
|
if open_button.visible != offered:
|
|
|
|
|
open_button.visible = offered
|
|
|
|
|
if not offered and visible:
|
|
|
|
|
close()
|
|
|
|
|
if visible:
|
|
|
|
|
# Live, so ore arriving while the panel is open works the bar up
|
|
|
|
|
# instead of looking stuck.
|
|
|
|
|
_refresh()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _draw() -> void:
|
|
|
|
|
if not visible:
|
|
|
|
|
return
|
|
|
|
|
draw_rect(Rect2(Vector2.ZERO, size), Color(0.01, 0.04, 0.08, 0.93))
|
|
|
|
|
NeonDraw.draw_glowing_path(self, PackedVector2Array([
|
|
|
|
|
Vector2(0.0, 0.0), Vector2(size.x, 0.0), Vector2(size.x, size.y),
|
|
|
|
|
Vector2(0.0, size.y), Vector2(0.0, 0.0),
|
|
|
|
|
]), Color(GLOW, 0.8), 0.8, 0.8)
|
|
|
|
|
# A rule under the title, so the header reads as a header.
|
Implement #160, #161, #162, #163, #164 and #165
#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.
What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.
#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.
The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.
#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.
#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.
#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.
#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.
Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.
Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
|
|
|
var rule_y: float = HEADER_HEIGHT
|
#140: the objective moves behind a button next to the map's
The standing tracker #132 put on the HUD sat in the right-hand column, on
top of the dev wave button - and there is no free strip of that edge to move
it to, because everything down it is already something. So the objective
stops living on the HUD: a quest button beside the map's, and a panel when
you press it.
The panel shows the current objective, its progress, and the road behind it.
Deliberately NOT what comes next - the chain is meant to open the game up a
step at a time (#133), and a list of everything still to come is that
discovery given away on the first press.
It owns its own button, the way WorldMap owns the map button rather than
being wired through BuildController, and it hides that button during the
prologue for the same reason and in the same two places (at _ready as well
as in _process, since #128 means a dialog stops the tree before the first
_process frame ever comes).
Both scenes carry it. On a planet surface there is no map button to sit
beside, so it goes under the planet's name.
The test now checks the button is beside the map's and clear of the wave
button by rectangle rather than by eye, which is the bug the ticket reported.
2026-08-28 15:37:13 +02:00
|
|
|
NeonDraw.draw_glowing_line(self, Vector2(PAD, rule_y), Vector2(size.x - PAD, rule_y),
|
|
|
|
|
Color(GLOW, 0.5), 0.6, 0.4)
|
|
|
|
|
|
|
|
|
|
if bar_rect.size.x <= 0.0:
|
|
|
|
|
return
|
|
|
|
|
draw_rect(bar_rect, Color(GLOW, 0.16))
|
|
|
|
|
var filled: float = 0.0 if progress.y <= 0 \
|
|
|
|
|
else clampf(float(progress.x) / float(progress.y), 0.0, 1.0)
|
|
|
|
|
if filled <= 0.0:
|
|
|
|
|
return
|
|
|
|
|
draw_rect(Rect2(bar_rect.position, Vector2(bar_rect.size.x * filled, bar_rect.size.y)),
|
|
|
|
|
Color(DONE if filled >= 1.0 else GLOW, 0.85))
|